Memory Hog Hair?!?

Let's just say I am happy that I got a good deal on the Thomas Pro Bundle, because if I had bought items separately, one hair item would be going back. Not because it doesn't look good--it does. But that hair more than quadrupled the memory usage. When a single hair prop takes more memory than having a huge set in place it means it's only useful for portraits. Grateful for the vendors who recognize that even the greatest looking hair becomes useless when it's a huge memory hog.

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Comments

  • barbultbarbult Posts: 26,195

    So which one is it? Save the rest of us from wasting money on it.

  • I seem to recall a fairly recent thread about low-memory hairs that still looked great in renders.

    Ah! Here it is.

  • ChoppskiChoppski Posts: 627

    It's the Mathis hair. Without the hair, when I render with just Thomas my task manager shows like 5000 MB of memory being used and with everything else on my computer, it's at 42 percent memory. When I added the hair and rendered the memory shot up to 19000mb and my memory usage was at 90 percent. The same thing happened with Dforce pitbull hair and some of the hair for Harlow. I have lots of hair I can use that is low on memory and omni shader helps, but come on, a single hair that increases memory usage that much is an issue.

  • chevybabe25chevybabe25 Posts: 1,318
    edited August 2024

    I cant help with the Matthis hair, but I can probably help with the Pitbull.  The biggest thing is changing that line tesselation to 0.  You can do this yourself or the Revolution set I have in the store has a preset that can change that for you, which will reduce the hair weight significantly.

    Post edited by chevybabe25 on
  • ElorElor Posts: 3,157

    Wasn't there a similar high memory usage problem recently, with another hair using Omnihair shader and the solution was making sure the value of Render Line Tessellation Sides was 0 (it should be 0 with the Omnihair shader as far as I remember advices given when this new shader was released).

  • chevybabe25chevybabe25 Posts: 1,318

    Strand hairs that were released before the omnishader will 100% have a higher tesselation. So they are extremely heavy. 

    A few strand hairs have recently come through with a line tesselation of 1 which wont do much for weight, but will most likely affect the shader in not so pretty ways. Others have come through super heavy because they are importing lines at 100%.  Thats the vendors perogative and theres not much you can do to reduce the weight on those.  The easiest way to know if thats what is going on, is to to look at a few surfaces and check the PS Hairs and the PR Hairs. If they read as 0 on all the sections,  they are importing at 100%. 

  • ChoppskiChoppski Posts: 627

    chevybabe25 said:

    I cant help with the Matthis hair, but I can probably help with the Pitbull.  The biggest thing is changing that line tesselation to 0.  You can do this yourself or the Revolution set I have in the store has a preset that can change that for you, which will reduce the hair weight significantly.

    Sorry if I am being dense here, but is pitbull strandbased? 

  • chevybabe25chevybabe25 Posts: 1,318

    Yes and it is a rather old one, so it will definitely benefit from the new shader.

  • ChoppskiChoppski Posts: 627

    chevybabe25 said:

    I cant help with the Matthis hair, but I can probably help with the Pitbull.  The biggest thing is changing that line tesselation to 0.  You can do this yourself or the Revolution set I have in the store has a preset that can change that for you, which will reduce the hair weight significantly.

    Thank you. You just made pitbull usable. Maybe other hairs too.

    I would say that I am sorry i griped, but I'm not!

  • chevybabe25chevybabe25 Posts: 1,318

    You are very welcome! I'm glad I could help :)

  • ChoppskiChoppski Posts: 627

    chevybabe25 said:

    You are very welcome! I'm glad I could help :)

    How silly I feel. I didn't even realize pitbull was your hair.

    I also used your tool to set tessaltion to 0 on Matthis hair and it made a HUGE difference.

  • chevybabe25chevybabe25 Posts: 1,318

    It's all good, Im glad it made these so much more usable for you :) And its good top know that the Matthis hair must have had the tesselation set high. Should file a ticket and just let them know, considering its a new release and listed as using the Omni shader.

  • ChoppskiChoppski Posts: 627

    chevybabe25 said:

    It's all good, Im glad it made these so much more usable for you :) And its good top know that the Matthis hair must have had the tesselation set high. Should file a ticket and just let them know, considering its a new release and listed as using the Omni shader.

    Ok, I will do that.

    BTW, is there info anywhere to get some guidance on using the settings like bias, gain, hair dye and melanin? I generally get gloss and roughness, and I think I understand tips (i.e., the tips of the hair as opposed to the roots). Your presets are great, but I would like to know better what to do.  Is there a tutorial somewhere in the forums?

  • chevybabe25chevybabe25 Posts: 1,318

    There isnt as of yet. Ive been trying to write a new thread for all the dhair stuff, but I just havent had the time. What I can do for now is link you to the nvidia shader page.  You will have to scroll down to find the hair shader - and there are a few things that dont work with these hairs ( like emission). So take it all with a grain of salt.

    https://docs.omniverse.nvidia.com/materials-and-rendering/latest/materials.html

  • ChoppskiChoppski Posts: 627

    chevybabe25 said:

    There isnt as of yet. Ive been trying to write a new thread for all the dhair stuff, but I just havent had the time. What I can do for now is link you to the nvidia shader page.  You will have to scroll down to find the hair shader - and there are a few things that dont work with these hairs ( like emission). So take it all with a grain of salt.

    https://docs.omniverse.nvidia.com/materials-and-rendering/latest/materials.html

    Ok, thank you. I am accustomed to playing with shaders, so I can also keep doing that. 

  • barbultbarbult Posts: 26,195

    Don't buy Hair Studio hair products if you don't like memory hog products or Omni Hair products setup with the wrong line tessellation. The recent Mischief Maker hair has about 11 million vertices and is setup with line tessellation 1 instead of 0. It looks terrible that way and is nearly unusable. You can change the line tessellation to 0 to make it look much nicer, but you can't overcome the number of vertices in the strands. There is a discussion in the thread about appreciating new releases.

  • ChoppskiChoppski Posts: 627

    barbult said:

    Don't buy Hair Studio hair products if you don't like memory hog products or Omni Hair products setup with the wrong line tessellation. The recent Mischief Maker hair has about 11 million vertices and is setup with line tessellation 1 instead of 0. It looks terrible that way and is nearly unusable. You can change the line tessellation to 0 to make it look much nicer, but you can't overcome the number of vertices in the strands. There is a discussion in the thread about appreciating new releases.

    I have that hair but haven't tried it. Again, it was in a bundle and I doubt I will use it. But it's good to know that I am not alone in finding this issue.

  • barbultbarbult Posts: 26,195

    Choppski said:

    barbult said:

    Don't buy Hair Studio hair products if you don't like memory hog products or Omni Hair products setup with the wrong line tessellation. The recent Mischief Maker hair has about 11 million vertices and is setup with line tessellation 1 instead of 0. It looks terrible that way and is nearly unusable. You can change the line tessellation to 0 to make it look much nicer, but you can't overcome the number of vertices in the strands. There is a discussion in the thread about appreciating new releases.

    I have that hair but haven't tried it. Again, it was in a bundle and I doubt I will use it. But it's good to know that I am not alone in finding this issue.

    I bought it separately (not bundled) and promptly returned it.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,048

    oh I found a chonker in the new Outlet additions

    https://www.daz3d.com/mrl-dforce-long-morphing-hair-for-genesis-8-females

    I don't think it was particulary slow to simulate or render

    but 

    saving the scene took over 2 hours

    trying again just the hair as a scene subset and still waiting...

  • felisfelis Posts: 5,748

    WendyLuvsCatz said:

    oh I found a chonker in the new Outlet additions

    https://www.daz3d.com/mrl-dforce-long-morphing-hair-for-genesis-8-females

    I don't think it was particulary slow to simulate or render

    but 

    saving the scene took over 2 hours

    trying again just the hair as a scene subset and still waiting...

    How large is the scene files? 

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,048
    edited August 7

    felis said:

    WendyLuvsCatz said:

    oh I found a chonker in the new Outlet additions

    https://www.daz3d.com/mrl-dforce-long-morphing-hair-for-genesis-8-females

    I don't think it was particulary slow to simulate or render

    but 

    saving the scene took over 2 hours

    trying again just the hair as a scene subset and still waiting...

    How large is the scene files? 

    whole scene 17.1GB I kid you not

    still trying to save the hair by itself

    the rest as you can see not big

    I will point out it is a 360 frame animation, those files are big but not THAT big, my biggest to date was 5.63GB, most are under 1GB (only 3 out of 1318 scenes so far on this PC over 1GB and that includes big sets etc)

     

    update, hair sim animation alone finally saved 16.8GB

    Capture.PNG
    1146 x 954 - 86K
    Post edited by WendyLuvsCatz on
  • Richard HaseltineRichard Haseltine Posts: 107,945

    285,793 vertices - each of which has a psotion stored at each key frame after simulation. That is a lot of data.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,048
    edited August 7

    Richard Haseltine said:

    285,793 vertices - each of which has a psotion stored at each key frame after simulation. That is a lot of data.

    strangely it's rendering quite fast, am trying to render a few different camera angles as unsure if I can load it again considering the size of the file 

    I did apply the new omnihair shader

    I take that back, my render it seems to have lost it's simulation

    Post edited by WendyLuvsCatz on
  • Richard HaseltineRichard Haseltine Posts: 107,945

    WendyLuvsCatz said:

    Richard Haseltine said:

    285,793 vertices - each of which has a psotion stored at each key frame after simulation. That is a lot of data.

    strangely it's rendering quite fast, am trying to render a few different camera angles as unsure if I can load it again considering the size of the file 

    I did apply the new omnihair shader

    It isn't  strand-based, is it? Looks like polygon/dForce cloth hair.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,048
    edited August 7

    Richard Haseltine said:

    WendyLuvsCatz said:

    Richard Haseltine said:

    285,793 vertices - each of which has a psotion stored at each key frame after simulation. That is a lot of data.

    strangely it's rendering quite fast, am trying to render a few different camera angles as unsure if I can load it again considering the size of the file 

    I did apply the new omnihair shader

    It isn't  strand-based, is it? Looks like polygon/dForce cloth hair.

    it's strandbased but I think applying the omnishader preset I saved destroyed the simulation 

    (yes checked, simulation is ticked by default saving a shader crying)

    still a huge save though

    Post edited by WendyLuvsCatz on
  • Richard HaseltineRichard Haseltine Posts: 107,945

    Ah, I had the scalp selected rather than the hair.

  • barbultbarbult Posts: 26,195

    Ah, I had the scalp selected rather than the hair.

    The scalp has 285,793 vertices? That seems beyond excessive.
  • Richard HaseltineRichard Haseltine Posts: 107,945

    barbult said:

    Richard Haseltine said:

    Ah, I had the scalp selected rather than the hair.

    The scalp has 285,793 vertices? That seems beyond excessive.

    That was the total for the scene, I had loaded the hair on its own. 

  • HavosHavos Posts: 5,575

    When the hair loads it has a tesselation sides setting of 3, so will not be using iray curves. If you set this to 0, will it help?

  • HavosHavos Posts: 5,575
    edited August 7

    barbult said:

    Richard Haseltine said:

    Ah, I had the scalp selected rather than the hair.

    The scalp has 285,793 vertices? That seems beyond excessive.

    On a dForce hair I believe the number of lines is the important number, and on this hair there are 6K lines, which is about normal.

    Post edited by Richard Haseltine on
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